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Araneidae

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Everything posted by Araneidae

  1. The mission downloader recently offered me a fresh list of missions to download, which I duly downloaded. However it would seem that several of these are duplicates. For example, "Business as Usual" was already present on my system as fms/business and is now also present as fms/business3, and running md5sum over all the files in both directories it would appear that nothing has changed in the download (except that file names have changed to match the directory name change). Presumably the meta-data on the server has changed, and I'll just fix up things by hacking missions.tdminfo to use the new names and getting rid of the old directories. Here's a little table of missions and their directory name changes (is there any way to write a real table here?) I've gone through and checked that none of the associated files have actually changed. Mission, Old Directory, New Directory Business as Usual, business, business3 Crystal Grave, crystalgrave, crystalgrave2_1 Sneak & Destroy, kneipe24, sneak_destroy Somewhere Above the City, somewhere, somewhere1_1 Thief's Den, thiefs_den, thiefsden In amongst all this noise is one new mission, "Window of Opportunity".
  2. Think I'm on my way. I'd walked (well, climbed) straight past *two* openable windows or doors without noticing that they were openable, that's giving me a clue as to how things work. When I got I was stunned -- some outstanding mission design so far.
  3. I find a similar problem can arise early in some missions if you haven't yet grokked the mapper's approach when there's apparently nowhere to go: I'm in this situation *very* early on in Requiem, and a quick skim of the thread for the map convinces me I must be blind ... could swear I've been everywhere (I've clambered all over all the roofs too)! This problem is worse when it happens later on in a map, of course. Obviously the solution is to go away and try again another day, but it can be very annoying.
  4. What does it do for you? Has no effect at all for me.
  5. Well well, that works! Don't know if it's related, but got a couple of error messages from xorg when I restarted after editing /etc/group ...
  6. Alas, that didn't work for me: X: user not authorized to run the X server, aborting. and I'm not inclined to try running thedarkmod as root. By the way, why wine? When I was running TDM under wine I was always able to Alt-Tab away, or at least switch desktop, without problems anyway. Edit: Well, I tried editing /etc/X11/Xwrapper.config and changing allowed_users=console to allowed_users=anybody, and that did allow TDM to start ... but there was no sound. Ho hum.
  7. I don't recommend this -- I used Wine before TDM 2.0 was standalone. Still, if no one who knows their way around the code has seen the problem it's a bit tricky to get started on. Presumably the TDM 2.0 download works properly for you?
  8. I vaguely remember hitting a problem like this a couple of years ago when I tried to make my own build of TDM on Linux, might well have also been on Arch, seem to remember trying to use the AUR for this ... but as that's all I remember (I didn't investigate, just went back to using Wine with the standard release) it's not too helpful, sorry. P.S. How do I search for my older posts? I can't find anything older than 22 posts back, think I may have posted on this topic longer ago, but can't find it...
  9. Which was why I was so worried about having to trust his dodgy old ropes Incidentally, I've stumbled into what may be a bug. I ended up going on a bit of a slaughter fest (normally I try to ghost, but I changed my mind!) and found myself quite a bit short of loot. Went back upstairs and onto the roof and -- and then suddenly acquired a new goal to Checking all the (numerous) bodies (one guy died when I black-jacked him and he fell off his scaffold) I can't find any way to complete the new goal ... but then maybe I've missed an entire area. I probably need to restart the mission anyway and make rather less of a hash of it!
  10. I felt I shouldn't trust my newly acquired as the previous climber clearly died trusting them!
  11. Thank you. I'm sorry to say I needed the x-tra spoiler, I completely failed to spot the . Ouch!
  12. Very strange. I've just started this mission (the readme says version 3, build Oct 9 #5890) ... and I seem to have a similar problem to that described ages ago by raymeld (message #50). I'm in the starting caves at the bottom of a small waterfall with a walkway high above (patrolled by a hammer with a torch) ... and there's nowhere to go. I can see a rope arrow in the woodwork in just the place I'd shoot one if I had one, but there's no rope dangling from it, and there's certainly nowhere else to go. This seems ever so odd, and nobody else seems to have complained, so I'm at a loss. My inventory is pretty bare, and there's definitely nowhere else to go. I can climb a little up one rock wall but no further. What am I missing, or what's gone wrong?
  13. Just played this through, very enjoyable with reservations. Looking forward to trying part 2 now. Edit: Alas, not enjoying part 2. It's got the faults of part 1 in spades: huge open spaces with little or nothing of interest, and *so* much bright light.
  14. It certainly looks a little ugly and hard edged. I'll play a few missions with it and see whether it helps or hinders.
  15. I did a quick google, and the answer is to edit the line seta g_showPlayerShadow "0"to read "1" in Darkmod.cfg. Haven't tried it yet though. Edit: Have tried it now: well, that's rather creepy. I'll have to see how it sits, might actually be informative in telling me where the lighting is coming from.
  16. Well, of course I try to ... but I use the in game downloader, and it doesn't believe that there are any updates for naog. Here's the entry in missions.tdminfo (as you can see, collecting loot is not my major goal!): tdm_missioninfo naog { "downloaded_version" "1" "last_play_date" "2013-11-14" "mission_completed_0" "1" "mission_loot_collected_0" "0" "mission_completed_1" "1" "mission_loot_collected_1" "1340" "mission_completed_2" "1" "mission_loot_collected_2" "1170" } I have a feeling that there's an inadequacy in the downloader, and it completely fails to recognise that missions have updated. As there is no checksum listed, I'm inclined to suspect that the algorithm for working out whether a new version needs downloading is a bit ... limited. Edit: How *do* I get the latest version of the missions?
  17. Oh blast! Thank you. I do get blind at times, it took me ages to find, but wasn't particularly hidden Again a stealth score of 0/6 (6 suspicious level 1) ... seems a bit odd as the guard on my floor was wandering around with his sword out, which presumably ought to rate a rather more severe stealth score.
  18. An excellent mission, I very much look forward to seeing more like this! I do like the strong stealth objectives and playing style. I agree, once I figured out how to , playing as assassin was rather short ... but it was a nice and easy intro to a very complex map. I was very pleased with a stealth score of 0/6. Thief was much more interesting, but I had to look at the nice playthrough posted here to discover that I'd never been anywhere near . Ho hum. Saboteur is interesting, but has its difficulties. I was put off the obvious use of the by the fact that frobbing with it selected just flashes red -- I never thought to bring it into my hands before reading the solution here. I am stuck on one final objective as Saboteur: . I've really no clue, so I'd be grateful for a hint. Seems to be the one target nobody's mentioned problems with, so I'm probably missing something rather obvious. A couple of little bugs: 1. the cash box that won't open; 2. light switches don't highlight even though they're frobbable.
  19. I've had a couple of crashes just now running this mission. The game crashed with a Segmentation Fault when I tried to save immediately after starting, and now, trying to it's crashed again. Here's the console log from Map Initialization: --------- Map Initialization --------- Map: builders_influence idRenderWorldLocal::InitFromMap: retaining existing map ------- Game Map Init SaveGame ------- map bounds are (2831.2, 3326.0, 2480.0) max clip sector is (176.9, 207.9, 155.0) 4 KB passage memory used to build PVS 3 msec to calculate PVS 54 areas 128 portals 12 areas visible on average 432 bytes PVS data [Load AAS] loading maps/builders_influence.aas48 [Load AAS] loading maps/builders_influence.aas96 Keeping maps/builders_influence.aas32 [Load AAS] loading maps/builders_influence.aas100 [Load AAS] loading maps/builders_influence.aas_rat [Load AAS] loading maps/builders_influence.aas_elemental No running thread for RestoreScriptObject(), creating new one. -------------------------------------- ----------------------------------- 343 msec to load builders_influence interactionTable generated of size: 134217728 bytes Bloom Kernel size is set to: Small Using TDM's enhanced interaction Forcing an update on cooked math data. Cooking math data please wait... Cooking complete. Restarting ambient sound snd_mansion with volume 0 idAudioHardwareALSA::Write: 44 frames overflowed and dropped idAudioHardwareALSA::Write: 146 frames overflowed and dropped idAudioHardwareALSA::Write: 742 frames overflowed and dropped signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- WARNING:Door hatch is not within a valid AAS area WARNING:Door func_static_1000 is not within a valid AAS area WARNING:Door secret1 is not within a valid AAS area WARNING:Door atdm_mover_door_3 is not within a valid AAS area WARNING:Door MapDoor is not within a valid AAS area WARNING:Door bureau_doorE3 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_5 is not within a valid AAS area WARNING:Door FootlockerLid3 is not within a valid AAS area WARNING:Door FootlockerLid4 is not within a valid AAS area ModelGenerator memory: 1 LOD entries with 1 users using 728 bytes. WARNING:idClipModel::FreeTraceModel: tried to free uncached trace model (index=0) --------- Game Map Shutdown done ----- Shutting down sound hardware ----------- Alsa Shutdown ------------ close pcm dlclose -------------------------------------- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 WWWARNING: Child process terminated by signal 11 This is TDM 2.0 on Xubuntu 13.10, nVidia drivers, running under pasuspender. I expect the game will carry on normally when I restart and reload. Edit: Yes, continued perfectly. Huh: stealth score 7 (+24 level 0 alerts), but successfully ghosted. Nice mission.
  20. Pretty sure he's talking about the "Darkmod directory must be called darkmod" issue, which I'm sure I already saw someone say is fixed for the next release.
  21. Just posted on this in the mission's thread: if you delete the mission and re-download it, it's fixed now ... but the version hasn't changed, so the downloader doesn't think to offer an update. Pity really, it should and could (IMHO).
  22. It does strike me that rather than just having downloaded_version in missions.tdminfo there ought to also be some form of checksum, MD5, or similar. The updater didn't offer me any fixes to this mission, and my missions.tdminfo had version "3" as downloaded, but when I deleted the mission and redownloaded it I have a different version and it now works. As it is, unless mappers are careful about stepping versions, it's too easy to be out of step with updates. (Sorry to suggest yet more work for the developers
  23. You guys really should do the training mission first -- it explains lock picking in great detail there.
  24. Certainly don't understand this question! I was wrong to say that 32-bit apps are limited to 3G, the proper limit is 4GB with a 64-bit kernel. Haven't ever heard of the "4GB .exe patcher", would be surprised if it was at all relevant to Linux. As for setting sys_videoRam, I don't set this on the command line, and it's set to "0" in Darkmod.cfg. All I'm setting on the command line is s_alsa_pcm for sound fixup. grand. Yeah. I'm really sorry about that (though maybe I shouldn't be). Maybe I should play the mission again from the top, but I haven't seen this crash again after several fairly long plays of missions.
  25. I've had some weird behaviour with the green tick. Before I downloaded the rest of the missions, so I only had three or four listed, there was a green tick on a blank line, and then later on the tick against one of my completed missions vanished (think it's back now).
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