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Araneidae

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Posts posted by Araneidae

  1. Some nice observations here.

     

    - The game started in a low resolution.

    Yes. I think I've seen some discussion on the forums about this, but certainly the initial graphical defaults are difficult to reconfigure.

     

    - I started the Training Mission. The loading time is too long.

    Alas, that's par for the course. However, reloading a mission from a save is a lot quicker, so it's not disastrous. Be grateful you don't have to sit through a publisher's video instead!

     

    - I wanted to write down some notes and wasn't able to use Alt+Tab

    It's a shame, isn't it? This is the one point where the Wine version is actually superior!

     

    - I ended up sword fighting (melee) in the Training Mission

    I've actually not bothered to learn how to melee fight. There's one mission I know of where you need to defend against attack, otherwise if you're fighting, you're doing it wrong!

     

    - I started playing The Tears of St. Lucia and got stuck pretty quickly.

    I agree: as a starting mission it's bloody hard, particularly getting

    that damned key

    to begin with.

     

    I love the idea of a hand holding training mission for beginners!

  2. I'd quite like window manager keys (eg, switch application, bound to Meta-Tab, or switch workspace, bound to eg Meta-Left-Arrow, etc) to work from within TDM. This is the one thing missing when compared to Wine: when running under Wine I can switch workspaces even while running TDM, but not when running natively. (I'm using XFCE at the moment.)

     

    As for run+jump ... it's taken me forever to get the timing right, but I'm slowing getting better at it.

  3. I'm seeing this problem: when trying to load the mission the TDM console pops up with this message:

     

    Map: business

    glprogs/ambientEnvironment.vfp

    glprogs/ambientEnvironment.vfp

    TODO: Sys_SetClipboardData

    ERROR:file /home/michael/games/darkmod/fms/business/business.pk4/maps/business.proc, line 8887: expected float value, found ')'

     

    This is with TDM 2.0 and a freshly downloaded mission. Looking at the offending file I can't see anything interesting, it looks well formed enough, perhaps there really is just a missing number!

  4. Not much to go on, I'm afraid. After picking one of the upstairs doors (first floor in the climbable bell tower, I think), TDM exited to the prompt with the following transcript:

     

    WARNING:Cannot find sound snd_lockpick_lock_picked on door arch_door_40

    terminate called after throwing an instance of 'std::bad_alloc'

    what(): std::bad_alloc

    signal caught: Aborted

    si_code -6

    Trying to exit gracefully..

    --------- Game Map Shutdown ----------

    WARNING:Door secret_door is not within a valid AAS area

    WARNING:Door sarcophigus_lid_1 is not within a valid AAS area

    WARNING:Door FootlockerLid_3 is not within a valid AAS area

    WARNING:Door FootlockerLid_4 is not within a valid AAS area

    WARNING:Door FootlockerLid_5 is not within a valid AAS area

    WARNING:Door FootlockerLid_6 is not within a valid AAS area

    WARNING:Door FootlockerLid_8 is not within a valid AAS area

    WARNING:Door FootlockerLid_9 is not within a valid AAS area

    WARNING:Door FootlockerLid_11 is not within a valid AAS area

    WARNING:Door FootlockerLid_2 is not within a valid AAS area

    WARNING:Door FootlockerLid_12 is not within a valid AAS area

    WARNING:Door FootlockerLid_13 is not within a valid AAS area

    WARNING:Door FootlockerLid_14 is not within a valid AAS area

    WARNING:Door FootlockerLid_15 is not within a valid AAS area

    WARNING:Door secret_crypt_door 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_8 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_6 is not within a valid AAS area

    WARNING:Door atdm_mover_door_9 is not within a valid AAS area

    WARNING:Door arch_door_46 is not within a valid AAS area

    ModelGenerator memory: 93 LOD entries with 1363 users using 47888 bytes, memory saved: 837355 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

    --------------------------------------

    double fault Segmentation fault, bailing out

    shutdown terminal support

    About to exit with code 11

     

    This is version 2.0 with up to date mission files.

     

    After a restart the door opened just fine, and it looks like the "not within a valid AAS area" messages are part of normal shutdown, so sorry, guess there's really nothing to go on here.

  5. There is a scroll in a room full of scrolls and maps. When this scroll is "used" it made it so I couldn't use any weapons or items or even open the door. Does anyone know if this is a deliberately cursed scroll, or a glitch?

     

    This sounds awfully like the problem that's popped up yesterday or the day before in Aleberic's curse, see http://forums.thedarkmod.com/topic/12850-fan-mission-alberics-curse-by-b1k3rdude-20062011/page__view__findpost__p__322765

     

    In this case as soon as the offending book is picked up (or maybe when it's used, can't remember) the player's abilities are restricted to movement only, no actions work, can't frob, can't change inventory, can't change weapon. Also, this problem is persistent when the game is saved and reloaded (alas!)

     

    Should this be raised as an engine bug?

  6. Don't know if this was reported before, but there is a bugged book in one of the rooms in the main building. I just left the crypts, went down the hallway to the right, and in a small bedroom with books scattered on the floor if you pick up and try to use one of the books it will lock your use controls.

     

    Can't drop the book, cant change inventory item, cant use weapons, cant do anything really. I accidentally saved over my game after getting the book, so it compeltely ruined my playthough <_<

     

    Oops, yes, I've just hit precisely this bug, and yes, it was my only game save, so I have to start again. Rather frustrating, as I'd managed to ghost both crypts (damn those spiders!). I'm guessing this is actually a TDM 2.0 bug.

     

    Great shame, I'm loving the reboot -- played the mission through shortly before 1.08 came out, and the introduction was completely different.

     

    I've got one other bug, with the ghosting objective: there's an objective to not be seen more than once, which seems to fail rather quickly (even outside beside the campfire, with nothing about -- maybe the "hardcore AI" is playing up, or maybe a horse spotted me, or a haunt through the hole?) ... but when it fails, it fails with "success"! I mean, I get the objective gained sound and the objective is ticked.

  7. Can you list your full system specs with driver versions please.

     

    Sure. Running 2.0 native on Xubuntu 13.04 with GeForce GTX 660 graphics with default Ubuntu drivers (proprietary nVidia, version 310.44 as reported by nvidia-settings, X Server version 11.0). Ample RAM (64MB) and CPU (i5-2500K CPU @ 3.30GHz) resources.

     

    However, I've also seen the problem with truncated readables on Wine running 1.08 Windows version, otherwise same system and configuration, I can check the specific example if that'll be helpful.

  8. I've noticed that sometimes the last line of a readable is missing (at least, I have to infer this from other information, because the text just stops short), and I remember having particular problems with the "Heart of Lone Salvation", because I seem to remember that some of the readables there are particularly important.

     

    Here's I think another example of the same problem, from the description of "A night to remember", this is from the in-game mission downloading screen before downloading the mission:

     

    post-10430-0-45732300-1381667769_thumb.jpg

     

    Note that the last line of text reads

     

    And like always, she promises that this one

     

    I presume the text is truncated, it stops short at the end of the page, and I can't find any key or button presses to view the next page. In this case it looks like dodgy line breaks in the rest of the text have forced this. I'll keep my eyes open for other examples.

     

    My screen size is 1920x1200, 16:10 aspect ratio.

  9. I've had this problem on Ubuntu (XUbuntu 13.04). Unfortunately the advice to use +set driver_s oss has an unfortunate side effect: it permanently sets oss as the driver (which won't work on Ubuntu -- backwards compatibility is clearly not the name of the game).

     

    The following works for me:

    1. Edit darkmod/Darkmod.cfg and ensure the s_driver line reads seta s_driver "best" -- this seems to restore default behaviour, allowing the next line to work:
    2. Launch the game with the command darkmod/thedarkmod.x86 +set s_alsa_pcm sysdefault:CARD=PCH . The last value is found by running aplay -L and throwing a dice (for me, this is the first result after default).

    Even with the above I sometimes don't get sound, but I think this only happens when some other application is trying to use audio. For example, if I play a youtube video and then try to run TDM I get no sound if I don't kill some browser windows first.

     

    Alas, Linux sound is a mess.

  10. Why do you play under Wine? TDM suppports Linux.

     

    Yes, but certainly the last time I tried the whole experience was better under Wine. Afraid I don't remember what didn't work properly, I didn't take notes, but I do remember it was surprisingly annoying! Kind of odd, one reason I'd like to beta test the standalone version as a native Linux app before it goes live...

  11. Something very strange about the automatic update for this mission. If, in game, I go to "Downloadable Missions", this mission always appears as "Penny Dreadful: The Grail of Regrets" and doesn't go away even after a successful download. It appears in my list of installed games as "PD 1: The Grail of Regrets". It looks like the second title comes from the file penny__9_/darkmod.txt.

     

    In my missions directory, "Program Files (x86)/Steam/steamapps/common/Doom 3/darkmod/fms", there is directory named penny__9_, but searching missions.tdminfo for "penny" throws up three entries, one named "penny" (with no content), one named "penny__9_" (the one I've played), and one named "penny " with "downloaded_version" set to "1". Interestingly, while the failed(?) update was downloading it there was a file named, I think, _penny .pk4 in the fms directory.

     

    I'm running TDM 1.08 under Wine. Has anyone else encountered this strange issue?

  12.  

    The priest uses the torch outside of his rooms only (at least that's the desired effect). And no, you cannot steal it.

    That's a shame. Then there must also have been some kind of bug: he never moved out of his room after I saw him once upstairs in the church. While I was in his room he'd sit down (beside, not on, his chair) then get up, light his torch, look around, put it out, and sit down again. Obviously if he'd cleared off I'd have had an open field! I gave up and clonked him in the end.

     

     

    Which room do you mean that you can't ghost?

     

     

    There's a room rather like an attic with a couple of chests and some other minor loot patrolled by a guard carrying a torch. Although it has a couple of side rooms, one leading to the balcony over the courtyard, the other blind, his erratic patrol and bright torch make the entire area unmanageable without quenching his torch. Maybe I didn't try hard enough?

     

    The other room that wrecked my ghost was the priest's room, but it's looking like that was a problem with the priest's behaviour, he seems to have got stuck.

     

     

     

    Another odd bit of behaviour is at the first entrance to the inner courtyard. There's quite a bit of traffic there, and I did keep seeing guards colliding with each other and very slowly pirouetting around each other. I imagine that's a core engine issue...

  13. Regarding the first staircase, I went back and tried again, and hadn't realised that

    yes, I can climb up between the two pillars without been seen. Without being heard is a bit more tricky, of course...

     

     

    I need to dig into the optional goals because I was a few hundred short on loot (and I like to finish these things properly if I can).

     

     

    Can I steal the priest's torch before he lights it? That would make ghosting his room a bit more feasible.

     

     

    I do like to ghost, it's really the only way I enjoy the game now, so I was roundly cursing your

    guards with torches!

    There's definitely one room where I can't see a way to properly ghost the loot that's there. My stealth report for this mission was embarrassing.

     

    By the way, I encountered a strange bug. One of the guards is quite a nasty thug and

    carries an interesting scroll,

    but when I tried to

    pick pocket it

    later in the game I ended up picking up the guard instead and briefly carrying him around! Um. Never seen that before. I was able to

    pick pocket it and read it

    earlier in the game, but had to reload that life.

     

    I've seen a handful of references to TDM 2.0, but can't see it on the main website. Are people building this from source, or is there a test download for this version?

  14. Very interesting mission, very hard to ghost -- didn't succeed in the end.

     

     

    The wandering guards with flames are always tricky when you can't knock them out, and I felt I'd failed when I had to put one guard's torch out with a water arrow. I was intrigued at the way you made water arrows in such short supply, particularly as one has to be spent right at the start of the mission! The worst one for me though was the high priest, who'd spontaneously keep plucking a lit torch out of nowhere, so I knocked him out and completely wrecked my ghost :(

     

    Climbing onto the roof rafters over the staircase below the church was extremely difficult, I only kept trying because by this time I'd come here for clues and had spotted the switch in the ceiling. I was beginning to wonder if there was a rope arrow I'd missed!

     

    Had to come here for three things. Getting into the priest's room (he came out once, right at the start, but never emerged again); activating the statues (I probably should have thought of the answer) -- amusing just how tight the supply of water arrows is; and those blasted torches in the crypt. The moss arrow still sprays everywhere, and on my penultimate attempt it relit the water torch as earth.

     

     

    An excellent mission.

    Worth getting killed several times at the end

     

  15. Lovely mission, possibly the best looking I've seen, and very nicely structured. I love the multiple paths into location, the ghosting friendly aspect, and the map feels *huge*.

     

    Can I request a little hint, please?

    I've found both lord's rooms and done the letter objective ... but I can't see how to take the crown (I presume this is the "heirloom") out of its locked box in Robert's bedroom.

    Maybe I need to go off wandering some more?

     

     

    The corridor from the service tower with the *two* creaky floorboards and hyper vigilant guard and servant

    was entertaining to get through. In the end I

    used a rope arrow to creep along the ceiling joists.

    Amusing after all that effort to find myself back where I'd started!

  16. Lovely mission, but I also spent ages floundering around trying to get out after finding the

    first key

    . To those in the same position (and, yes, the answer is embarrassingly obvious), here's how to find the

    second key:

     

     

     

    Having found the first key, up the stairs, through the door, up the stairs around the edge of the room, across the water, through the vent, through the next door -- into one of the upstairs rooms with a zombie.

    At this point I got stuck for a bit until realising:

    across this room through the opposite (locked) door, and the second key is in the next room.

     

     

    I guess getting out is about half the mission?

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